Walking Dead: A Telltale Games Series
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Season One Walkthrough
T H E _ _____ _ _ _ _____ __ _ ______ ____ _____ _____ ____ |¯| | | _ | | | | ) )_ _| \ | | ____| | _ \ | ___| _ | \ | ( ) | | | | | | (/ / | | | \) | | __ | | \ \| |_ | | | | |¯\ \ ( \/\/ ) |_| | | | ( | | | |\ | | [ | | | ) ) _| | |_| | | ) ) \ /| _ | |__| (\ \ _| |_| | \ | |__] | | |_/ /| |___| _ | |_/ / \_/\_/ |_| |_|____|_| )_)_____|_| \_|______| |____/ |_____|_| |_|____/ Full Season One Walkthrough -by- Shotgunnova (Patrick Summers) I. CONTROLS & BASICS . . . . . . . . . . . . . . . . . . . . . . . . CNTR III. WALKTHROUGH . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT 01) A New Day .................................................... WK01 02) Starved For Help ............................................. WK02 03) Long Road Ahead .............................................. WK03 04) Around Every Corner .......................................... WK04 05) No Time Left ................................................. WK05 06) 400 Days ............................................. DLC ... WK06 IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ VI. UPDATES & CONTRIBUTIONS . . . . . . . . . . . . . . . . . . . . . UPDT VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ I. CONTROLS & BASICS [CNTR] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Controls are fairly simple, but can't be changed. MOVEMENT: this is done with the W-A-S-D keys. The same buttons are used for menu navigation and certain scripted events. MOUSE: left-click is used as a "select" button. In some situations, as well as all menus, this function remains. Left-click is also used in events that require target selection. SAVING: The game autosaves at certain subchapters and when completing a full installment (including "400 Days"), but players can't manually save. REWIND: This goes hand in hand with completing subchapters. Players can load up their saves, then "rewind" the story to completed subchapters, essentially starting the story from that point. (Doing this deletes subsequent progress, however, so it's best to copy into a free save slot first.) Rewinding is very useful for finding out what choices matter or just for replaying scenarios in new ways. STORY GENERATION: This occurs when a player chooses to play a chapter that isn't connected to the current progress (like playing Chapter 4 when one's only up to Chapter 2). The game will allow it, and generates story decisions up to that point. These are apparently random, but there do seem to be certain trends (like being on Kenny's good side). _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 01) A NEW DAY [WK01] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The walkthrough is written to be as spoiler-free as possible, but since some decisions will have to be explained, it can't be 100% on that end. Head's up! 1-1: The Freeway ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: Shotgun Shell, Handcuff Key Achievement: Out of the Frying Pan Meet Lee Everett: a teacher with dashing good looks and wit, taking a paddy wagon ride down the freeway. In the game's opening minutes, he'll be able to interact with the driver, making small talk. Although this chat has no real long-term consequences, it does serve as a warmup of sorts. For instance, noticing the cop's from Macon will change the conversation a little, whereas silence shuts it down. (If one has the default HUD up, notable choices will be displayed in the upper-left corner when chosen. In this case, it'll say things like "He picked up on that".) As said, this convo has no importance, a point driven home when the car jumps an embankment. Lee eventually comes to (thanks to a unique "alarm" sound) and aims to bust outta the backseat. Kick the side window until the mouse prompt changes to a hand icon -- players can switch between looking and action by pressing 1 and 2, respectively. After the escape, lurch along the wreck toward the policeman's corpse. Snag the shotgun shell near the passenger-side door, then walk to the body, which contains the handcuff key. (Like a butterfingers, he drops the key during the unlocking portion.) Unsurprisingly, the slain copper will resurrect in violent undeath, startling Lee right onto his back. Quickly back up, then grab the shotgun for an ammo- -loading prompt. (If the shell wasn't picked up earlier, that'll need to be done first, naturally. Lee always fumbles the insertion, forcing one to pick it up again anyway.) Like a trained killer, blow the innocent zombie's head off, earning a moment of safety. The highway chapter ends when Lee calls out to the pint-sized figure in the treeline. With no response, he fence-hops into the... 1-2: Suburbs ¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: Walkie-Talkie Achievement: Adventures in Babysitting Unfortunately, Lee left his shotty back at the roadside, so he's coming into the backyard empty-handed. A search is fairly fruitless, so hobble to the porch and inspect the door until it can be operated. The explorable interior is limited to a living room and kitchen. There's little of interest in the living room, although the family answering machine can be used. (If one puts it off, it'll often beep and even give a stock "there are no new messages" line, prodding players to inspect it.) It must be inspected to continue, and plays while exploring, so it's easiest to do it early. In the kitchen, Lee can drink some water and grab a walkie-talkie in a right- -hand drawer. The fridge and cupboards have nothing of interest, and Lee has nothing else to do until the messages finish playing. Following, Clementine radios in on the walkie-talkie, mentioning her absent parents and her current caretaker, Sandra. Speaking of which, the zombified babysitter attacks Lee after the chat, which starts a QE event (a term I call it since players have to mash Q and hit E to get through. These are default buttons and can't be changed.) Once Lee brains himself on the countertop, kick Sandra away until Clementine arrives with a hammer. Snag it, then club the babysitter until the danger's passed. 1-3: Suburbs, Pt. II ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: --- Achievement: In Your Charge For players who haven't seen the game's marketing, Clementine's an 8-year-old who accompanies one through the chapters. She (among others) often remembers choices and acts Lee does, and this impacts the story's flow somewhat. Here, Clementine asks her new friend if the zombie's dead; any reply's fine, though giving silence scares her. The next decision is the exit strategy: trying to escape as soon as possible, or waiting for nightfall. Either pick is fine (the end result's the same) but it does change how the chapter plays out. • LOOK FOR HELP: Outside, approach the streetside gate to find two men (Chet and Shawn Greene) near a vehicle. Convincing Clem of the gameplan doesn't change anything. Shawn will want to know Lee's relationship to Clem, and one can either lie (babysitter/neighbor) or be truthful ("just some guy"). The choice will be slightly impact the next chapter. Either way, there'll be a car-pushing event to escape the streets before they're overrun. • LEAVE AFTER SUNDOWN: Approaching the dark street results in a meeting with Shawn and a cop, Andre Mitchell, who fires a warning shot. Clem will want to know if they're going to die: answering "no" settles her, giving silence has the opposite effect. Either way, the two will have to emerge from the hiding spot. Describing the relationship to Clem is the last real choice before everyone escapes...well, except Chet, who became a zombie...but no one cares about him. Regardless of the chosen path, everyone winds up at... 1-4: Hershel's Farmstead ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: --- Achievement: Rock and a Hard Place Upon arrival, Shawn introduces the escapees to his dad, Hershel, who'll have some questions of his own once his boy leaves. He'll take note of any lies Lee feeds him, though it has no real consequences outside this chapter. The truthful replies are describing the car accident and police involvement, of course. (Failing to introduce oneself negatively colors his opinion, also.) Either way, Lee gets patched up and goes to nap in the barn with Clem. The next morning, one can meet the "other displaced family" -- Kenny, Katjaa and Kenny Jr. (Duck) -- after a wake-up call. To continue one must speak to all NPCs around the place. Shawn and Duck will be in the backyard; Kenny's near the gate; the girls are by the front stoop. Note that Kenny (Sr.) is a mainstay character in this game, so if one wants to get in his good graces, this is the first opportunity to win him over. • Duck: no conversations • Clementine: no conversations • Shawn: He'll talk about how he saw a child die, and notes Lee's steely response ("You gotta do what you gotta do"), plus whether Lee volunteers info about the zombies he's killed. The rest is irrelevant, though Lee offers condolensces if Chet died earlier. • Katjaa: Lee can learn she's a veterinarian ("What do you do?"), and give his own opinion on how hopeful he is life'll return to normal, which she notes; "You two actually look relaxed" reveals Clem's a first-grader, while asking about the city gives Lee a chance to mention he was fired as a professor. There's a chance to do all conversations here. • Kenny: He'll note if Lee takes interest in his family ("How's your son doing") and mention having a boat in Fort Lauderdale ("What's your plan"). He'll also note if Lee has any children, should his new buddy ask about helping him fix up the truck. Unlike some convos, all the choices can be explored here. After speaking to everyone, Hershel appears in the barn. The conversation's mostly irrelevant, though Lee's past lies/honesty comes into play. The chat is broken up by Shawn's screams as he's pinned near the fence, walkers nipping at his heels. Lee has to decide whether to save Shawn or Duck. This is the first of several life-altering decisions, or at least a test run -- this one's rigged! Duck'll always be saved (by Lee or Kenny) and Shawn always dies. Because Shawn has no real importance in the game, and Kenny will remember Lee saving his boy, it's usually better to get the youngun outta harm's way. Of course, for those who hate Kenny and want to piss him off, feel free to swing for the other choice. Either way, Hershel goes ballistic and kicks everyone off his farm, which leads to... 1-5: Everett Drugstore ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: Portrait, Bandage, Remote, Battery x2, Energy Bar x4 After the opening scene, everyone takes refuge in the drugstore, which also introduces several more survivors: Doug, Glenn, Carley, Lilly and her father Larry. • Choice 1: Clem-related, doesn't affect anything • Choice 2: Clem-related, doesn't affect anything • Choice 3: Lilly-related (she remembers all answers except silence) • Choice 4: Larry talks about Duck; doesn't affect anything Lee will now have to throw in his lot with the irascible hardass or Duck. Since a lot of players want to side with Kenny but accidentally side with Larry (by picking options to reason), do these to the latter. • Choice 5: "It's him or Duck." -or- "Kick his ass." • Choice 6: Katjaa wants Lee to intervene (any option's fine) • Choice 7: "Deal with it." • Choice 8: "Hit him, Kenny." -or- "NO!" Like the last major decision, defending Duck helps his dad like Lee, while siding with Larry has an opposite effect. For those contemplating long-term decisions, note that Larry is always a dick to Lee (siding with him is mostly irrelevant) and Kenny will start forming a grudge if he was slighted both here and at the farm. But, regardless of how the choices above go, the tension's broken as Clem's grabbed by a bathroom walker. When Lee gets knocked over in a ridiculous fashion, quickly click on Clem's grab prompt to rush over for a zombie QE event -- this causes Carley to gun down the creeper. She'll do this either way, note, but Clem will remember (for a later conversation) whether Lee arrived in time. Anyway, Larry will have some heart palpitations and everyone settles down, letting Lee explore the pharmacy. (Responses to Lilly regarding pill-finding don't matter.) Glenn will have left to siphon gas, taking Lee's walkie-talkie for communication; Larry is resting. Everyone else, though, can be interacted with. • Clementine: She has three conversations, though none are of major note. The third awkward one does drop a humdinger from Lee ("Being good...is good."), for those interested. She'll remember if Lee gives her an energy bar. • Kenny's family: They'll reflect on what just happened, whether Lee defended Duck or not. After exhausting all subjects or trying to exit conversation, Kenny will want to talk about Shawn. To build extra loyalty with him, pick "It happened pretty fast," then "Console?". (If Lee didn't defend Duck, this can't be done, however.) One can always show support by giving Duck an energy bar, though. • Doug: He'll be keeping watch by the door, and can go outside with Lee to check the street. This isn't completely necessary, though Lee can notice a trapped walker who presumably worked at the store. Doug won't be onboard with the idea of the zombie having any pharmacy keys without proof, though. • Carley: She's fiddling with a radio. Inspect it, flip it over, and search the battery case to find it's...empty. Lee can find two on the floor near Clem and a shelf near Kenny's kin, respectively. Deliver the batteries, then put 'em in right to get the radio working (turn power on). Fixing the sucker lets Lee inquire about Carley further ("Are you ok?"), where he can rattle her (option 2) or show concern (all others). She'll take note of his picks there. • Lilly: Her conversations don't matter much, though she does mention any recent violent acts and whether Lee saved Clem. Those seeking energy bars can find four: (1) opposite Clem, on floor near pharmacy window (2) shelf near Kenny's family (3) shelf near Lilly & Larry (4) shelf behind Carley. For some reason, the fourth one doesn't always show up, though. Eventually, Lee will have to enter the back office. Take the portrait near the bedding (mandatory for later) for a scene with Carley. She'll keep mum on Lee's past; she'll remember if Lee thanked her and doubting her reliability. When she's gone, inspect the pallet for a small scene, then move the desk with Clem. (The conversations aren't too important, although Lee can confide that he's a criminal and that his family, who owned the store, is dead.) Clem'll end up hurting her finger at this point, so fetch a bandage from the first aid kit nearby to do a patchjob. Answer her parental question, then search the desk drawer for the remote control. Trying the nearby door reveals it's locked; if Lee observed the street zombie, he'll know the keys are on its person. Either way, leave the office. Speak with Clem about her finger (a kind act she remembers) to get a call from Glenn at the motor inn. Lee relays that everyone'll talk the situation over, though the search party is always him and Carley. Speak with her to skidaddle. 1-5: Travelier Motel ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: Pillow, Axe, Spark Plug, Awl Achievement: It's Just One Bullet Reuniting with Glenn changes the goal to saving another survivor in a far 2F room. The team will have to silently nix the nearby foes first, though, and that requires hiding at the wall. (Peeking above the wall gradually draws attention, so only do it in short bursts; linger too long and it's game over.) First, lean left and take the pillow, then move to the crouching spot near the pickup. Try the pillow on the nearest zombie for a silenced gunshot. Open the door and flick the gear shifter; Lee finds a spark plug. Push the car to pin a nearby zombie, then use the spark plug on the pickup's window. Glenn'll break the plug to make a sharp fragment. Try again, claiming the cab's awl; this can be used to silently kill the first zombie (from 1st wall position). Once that pest is (re)dead, Lee hides by the RV to get the zombie 'round the corner. Inspect it with the awl icon to get its attention, then stab it when it nears. Upon success, everyone sneaks to the pushed car. Killing this foe with the awl automatically earns the axe, which can be used to slay the final two walkers upstairs. After a chat with the survivor, axe the 2x4 preventing access. However, the survivor has been bitten and wants to commit suicide to prevent any undeath scenarios. Neither Glenn nor Carley approves of helping her die, but that'll happen no matter what, so don't think too hard on it. 1-6: Everett Drugstore, Pt. II ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: Pharmacy Key Achievement: Hey, Bud The next order of business is getting Larry's nitroglycerin pills, which requires the back office key. Lee may have already deduced the key's in the street zombie's possession -- the real problem is claiming it. Speak with Doug to access the street. (Carley and Glenn have new conversations, but they don't matter in the long run.) First, use the remote on the electronic store display nearby -- Doug'll do his techie magic to turn 'em all on. Next, "use" the portrait on the pinned zombie to convince Doug the keys are outside. Lee's free to chop through the padlock and open the shutter now. Once it's done, grab the brick, toss it at the store display and make a break for the pinned zombie. For some reason, it takes Lee five whacks to do away with it, but sure 'nough, the keys can be looted afterward. Following a scene, unlock the pharmacy and root around for the heart meds. Unfortunately, this sets off the store alarm, alerting every undead punter for several blocks. 1-7: Everett Drugstore, Pt. III ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: --- Achievement: Everything's Going to Be Okay With everyone scrambling, Lee, Doug and Carley are in charge of keeping the front door secure...which is hard since the padlock's broken. D'oh! Take Glenn's spot so he can do his assigned job, then inspect the door prompts (twice) when the zombies start gaining the upper hand. After a small QE event, Clem will find a cane to hold the front door shut. Put it in position ASAP. At this point, Lee has to make a decision to save either Doug or Carley -- and unlike the farm choice, this really is a "one or the other" scenario. Whoever ain't chosen, dies. Note that Carley is a kinda-sorta love interest for Lee and a good shot, while Doug is a nerdy guy with no real assets. Either choice is fine; just be quick about picking. If time runs out, everyone dies (game over). With the choice made, help Clem get free from a zombie's clutches -- it'll take three kicks. On the way out to the alley, Larry reveals his true colors, forcing Kenny to save Lee. (He'll throw in a parting shot if Lee hasn't been helpful to his family, though, heh.) As "A New Day" winds down, everyone alights to the motel to converse about what just happened. There's no opinion-changing dialogue here, but Lee's previous decisions will come back to his favor (or to haunt him) as he checks in with everyone. The real shakeups are Glenn, who leaves permanently to find his buddies, and Carley/Doug, whichever survived. Both will want to know why they were saved over the other, and Doug definitely has survivor's guilt over the sitch. Speaking with Larry ends the chapter properly. Each chapter from now on will have an in-game recap that notes the 5 major choices. For fun, I'll just tell what they are: - Most players are forthright with Hershel - Most players are split 50-50 on who to save at the farm - Most players are split 50-50 in the Larry-Kenny slug match - Most players don't hand Irene (motel survivor) the gun - An overwhelming amount of players save Carley instead of Doug I suppose it's possible the stats could eventually change, but some are so overwhelming (like saving Carley), maybe that ain't happenin'. Either way, next chapter is playable after the first's credits. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 02) STARVED FOR HELP [WK02] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ From now on, every completed chapter will recap the previous, reminding one of the current stakes and who's alive/dead. For those who skipped the first chapter and started on this one (which occasionally happens due to glitches that don't save properly), Carley is typically alive. 2-1: Macon Wilderness ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: --- Achievement: Going Hungry The second TWD installment takes place during a hunting party with Mark, one of the motel gang's new faces. After axing a walker, the player can speak about (1) Kenny's idea of moving on in the RV (2) why Larry has so much animus towards Lee. Mark will remember most strong opinions given -- especially if Lee paints Larry as a racist. After Mark takes aim a bird (situation irrelevant), the duo scrambles to find the source of a scream. This leads to a situation involving David, a teacher, and two students, Travis and Ben. David's stepped in a bear trap, and after a chat about raids and helping, Lee's gotta make a decision. • SAVE DAVID: The only way to do this is chopping his leg off; other options won't work. It'll take four whacks to do the trick, after which time, he'll be brought back to camp. Travis will caught by walkers in the meantime, though. • LEAVE DAVID: This occurs if one chooses to leave him or wastes too much time deciding on how to help. David will be left to the approaching zombies while the boys are brought back to the settlement. Travis will have been accidentally shot by Mark, however. Who's saved only matters insofar as the next chapter is concerned, and it'll begin as soon as everyone returns. 2-2: Travelier Motel ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: Jerky, Cheese Snack, Half-Apple x2 Achievement: Conversation Killer After the first dialogue, Lee'll find himself smack dab in the middle of a Kenny-Lilly fight. To side with Kenny, pick "Kenny's right"; to side against Kenny, pick "Lilly's right". Staying silent frustrates Kenny; maintaininig neutrality annoys both to a degree. Either way, Lilly's job as Commissioner Hoardin' will now fall on Lee. He'll get jerky, half an apple and two cheese snacks to distribute to 10 hungry mouths. How Lee doles out the supplies will be remembered, though it's not quite as dire as it seems. • Clementine: she'll take anything • Katjaa: she's busy and never takes any, instead suggesting Duck gets it • Ben: he'll take anything, but the other survivors won't approve. • Lilly: she's on top of the RV. If Lee sided with her, she'll gladly take a portion, but refuses if Lee sided with Kenny. In the latter's case, there's no notable relationship improvement, so it's usually better to skip her. • Larry: he'll take anything, but this doesn't improve tensions with Lee. He also complains if Mark is fed before him, and goes ballistic if he gets nothing. (He certainly hasn't lost any weight, so maybe Mark's comments about Lilly sneaking food to him are true...) • Kenny: Everyone in the camp takes note of this choice. It only occurs if Duck was fed first, though. Later, Kenny can give Lee kudos for feeding the kids (excluding Ben), so it's not necessary to feed him in that regard. • Mark: He's along the fence, and takes anything. If Doug's alive and refuses his portion, Mark asks Lee for it, provided Mark hasn't been fed yet. It's mostly irrelevant whether he eats or not, relationship-wise. • Duck: he'll take anything; Kenny and his family will remember the gesture, even if Lee and Kenny's relationship has been rocky. • Carley/Doug: depending on who survived, Carley is near the kids and Doug's near the fence, installing an alarm. They'll both be grateful to Lee for his earlier judgment call, so stiffing 'em impacts little. Carley/Doug will only accept an apple, also, though they appreciate the gesture if something else is tried. • Lee: Mr. Everett can take the final portion for himself. Additionally, after talking with Mark and Larry, Lee will have to hand his axe over for the wall repairs. The decision is irrelevant, unless Carley died, in which case it impacts the next situation a bit. (Also, not giving it to Larry pisses him off, and that's always entertaining.) Clementine also comments on her lost hat, regardless of whether Lee asks. After handing out all food, a conversation with Katjaa occurs. Pick whatever, then prepare to fight off the zombified David/Travis. This includes banging its head along the truck bed, then backing up quickly. Carley, or whoever has the axe, saves Lee. The next relevant situation is Andy and Danny St. John, dairy farmers looking to barter food for gas. (If Doug is alive, his alarm notifies their approach; otherwise, Carley notices first.) Regardless of discussion, an exploratory squad -- Lee, Mark, Carley -- will agree to vet the dairy. On the way over, there's a unique convo with Carley or Doug, about Lee's past and a newfound laser pointer, respectively. Eventually, the brothers will ask Lee where he's from, who's running the motel group and how many said group amounts to. Whether Lee answers honestly ("I'm from Macon") or carefully ("Enough to defend ourselves") is remembered, though there's no long-term relevance. Arriving at the farm ends the current subchapter. 2-3: St. John Dairy ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: 2x4, Rope After some opening chatter about the fence & safety, Carley/Doug and Ben will head back to the others, leaving Lee and Mark to look around. Andy will try to rope the team into checking the perimeter fence, a task that can start when ready. There's a few things to do before then, though. Andy and Brenda (in house) can be questioned a little, revealing they keep guns on the property and they've had other guests. Grilling them for info, and inspecting some random objects (fence, fence light, etc.) are optional though. Lee can also check the broken swing, opening up a chance to fix it (available regardless of observation choice). Simply check the saw near the generator to cut a 2x4, then fetch rope from the porch's supply box. Note that the swing will be fixed later, even if Lee does nothing. When ready, talk with Andy to start the fence inspection, which has a few zombie husks clinging to it. The first can be pushed off; the second has to get chopped off; the third has knocked over part of the fence. After each, Mark will comment on the dairy's state; he'll pick up on any ambivalence and doubt, though the choices have no long-term consequences. With the fence rightside-up, Mark is attacked, forcing the two to seek cover by a tractor. The goal is now to break for the gate, something that's a pipe dream until the plow is raised (back) and the wheel chock is gone (front). Taking too long while exposed earns Lee an arrow-ridden game over, so don't dawdle! The vehicle starts rolling when its impediments are gone, and the survivors can stay safe by crouch-walking alongside it. (Again, begin exposed results in Lee getting shafted.) When prompted, clear the wheel path of carcasses; the second one contains a QE event and small chase/crawl to safety. When the tractor hits the grain bin, everyone escapes safely. Report what happened to Andy, just as the remaining motel survivors (sans Carley/Doug and Ben, who already ate) arrive. Danny will immediately prepare to attack a bandit camp he knows about...and Lee's invited! The sojourn can begin immediately, or Lee can talk with the newcomers first. The only chat that matters is with Clementine, about life returning to normal. She'll soak up any honesty ("I don't think so") and hope ("yes") Lee throws her way. 2-3: Save-Lots Bandit Camp ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: Clem's Hat, Camera The site's abandoned on arrival, so the detective work begins. There's a ton of things to inspect, though most is irrelevant to the proceedings. Check a Save Lots box on the far table, then the dairy container behind it. A table near the tent has searchable boxes, one of which hides a battery-less camera Lee pockets. Taking it gives a throwback reference to who Lee said ran the motel group (if he didn't pick Lily, Danny ribs him). With the camera taken, Lee can investigate the tent. Taking Clem's missing hat from the sleeping bag starts a scene with Jolene, a crossbow-wielding Save-Lots employee. After some banter, Lee will have some chances to shoot her (these options are spelled out for the player) or talk her down ("Put the crossbow down" or "Don't be stupid!"). Danny will kill Jolene if Lee tries talking her down or weighs the options too long. Lee will comment on her death, about why he pulled the trigger or why partner did (Danny remembers almost all of these options, even silence.) If Lee wants to be suspicious of Danny, let him take the shot, then reply "Thanks, I guess". 2-3: St. John Dairy, Pt. II ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: Multi-Tool Achievement: Thank You For Shopping! After some squabblin', Brenda notes the kids and Katjaa are in the barn with Maybelle (the cow) -- naturally, Lee can follow suit. This is one of the few times Danny can be spoken to, though, so feel free to ask him some questions before going in (the conversation about his gun echoes previous suspicion). Inside, there's (optional) conversation to hold, mainly giving Clem her hat back. Speaking with Duck has Clem point out what the barn smells like, which hearkens back to Lee's reply on Hershel's farm. Inspecting the locked door starts a conversation with Kenny about how suspicious it is. Lee can either echo his sentiments somewhat, or call him stupid (he doesn't like this). Be sure to inspect the slide lock's screws for a funny racial exchange, which even gives a dig at everyone's favorite punching bag: Florida! Andy soon breaks things up, letting Lee ask him directly ("what's behind the door?") or foist an excuse (Kenny does this if silence is chosen). Either way, the next step is checking the back room, which requires getting Andy out of the barn. The game HUD gives this as a notification if left on default settings. To stage a distraction, head outside and take a Multi-Tool from the sawhorse toolbox. (This spawns after the bandit event and can be done even before one goes in the barn.) Larry is romancing Brenda in one of the few moments he'll ever show human kindness, giving Lee a chance to sabotage the generator. Use the Multi-Tool to undo the cover, then hit the power switch to grab the belt. This causes Andy to emerge and fiddle with the sucker. NOTE: simply hitting the power switch before checking inside doesn't buy enough time. Back in the barn (whose door Lee leaves open like a buffoon), approach the locked door for a dinner bell scene -- this clears the barn out. Unscrew the assembly to find the waiting surprise. Andy will soon arrive to fetch Lee (any reply to him is fine) for supper. 2-4: St. John Dairy (Farmhouse) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: --- Achievement: Guess Who's Coming to Dinner As Lee grows ever more suspicious of his hosts, he goes to the bathroom to wash his hands. Of course, this is just a cover to check upstairs (it creaks, but this alerts no one). Search the small closet the power cord runs into, then connect the cables to cue an odd light source. Lee can inspect this source by going into the next-door bedroom and pushing the shelf aside. It'll all be made clear of what's going on at this point, prompting Lee to rush downstairs. (Speed is of the essence to do this right.) Here, choosing "DON'T EAT THAT" or "CLEMENTINE, NO" has the best effect, while any others, including silence, fall short. When everyone asks what the ruckus is, Lee can say outright or yell at Brenda. Doing the latter gives a chance to explain further or let Larry start eating (a dick move, but funny). Replies that happen past that point are irrelevant, as Lee big mouth gets himself, Kenny, Lily, Larry and Clem locked up. 2-5: St. John Dairy, Pt. III ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: Coins Achievement: Too Much Salt Will Kill You The incarceration act opens with an abundance of vomit and Clem commenting on what she (didn't) eat. Lee can then walk around to inspect the new cell, or comment with everyone. The conversation with Larry can be especially great, as he finds fault with everything Lee's done (not feeding him earlier, being rude to him that day, and so on). Eventually, or if Lee inspects the AC unit, Larry's paroxysm brings on a heart attack. This brings about "Starved for Hunger" major choice #3: help Lilly with her CPR maneuvers or hold her down so Kenny can ensure he doesn't return zombified. Either way, Larry won't make it, but Lee's relationships'll be affected. Note that doing nothing is tantamount to siding against Kenny, so there's no middle ground here. When Clem is consoled, Lee can go back to his search of the air conditioner. Inspect the screw, then Larry, then speak with Lilly -- she'll begrudgingly let Lee search her dad's pockets. Once the coins are found, use 'em to undo the AC's hitch, opening up the lateral vent. Clementine will need a pep talk to go through and unlock the door, but this portion goes off swimmingly. 2-6: St. John Dairy, Pt. IV ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: Hay Hook, Sickle, Mini Cattle Prod Achievement: Taking Charlotte Control is given to Lee in the abattoir. There's several things to inspect, though only one weapon can be claimed. (Oddly enough, the meat locker door has no lock. Maybe Larry didn't even bother trying the handle? Heh.) Speak with Kenny to enter the barn, where Danny is keeping watch with Charlotte, his lucky rifle. Sneak towards the brother until one's forced to hide in a side stall. Lee can peek out to see what Danny's up to, as he opens a bear trap and walks out of sight. The next time Lee looks out, or after some time's passed, Lee will be looking down Charlotte's barrel. He'll be shot if nothing is done, so quickly grab the barrel and follow up by attacking him with the claimed weapon (or fists, if that applies). Lee will be saved by either Lilly or Kenny, whoever he's on better terms with. At this point, Lee can do the chapter's fourth major decision: killing or sparing the brothers. Killing him will scare Clementine somewhat, even more if Lee was an accessory to the previous Larry incident, though she'll take note if Lee shows mercy. Lilly may reprimand Lee for helping Kenny deal with Larry but sparing Danny's life. Either way, Danny ceases to be a threat as he's disarmed and caught in a bear trap (perhaps the same tweaked type that can't come undone, seen in chapter 2-1). Exiting the barn starts a reunion with Ben and Carley; if Doug's alive, Lee will have to spot his laser pointer first (nearby haystack). It's short-lived, however, as Lee will approach the front porch all by his lonesome. Brenda will eventually spot him in the darkness, letting him lie ("Yeah, it's me!") or frighten her ("I left Danny in the barn..." and silence). Yelling about Katjaa only alerts her to one's real presence. Enter the farmhouse to find Brenda holding Katjaa at gunpoint. Advance only when the gun's pointed at the hostage and keep trying to defuse the situation. If things badly -- moving at the wrong time, inflammatory language -- Lee gets his daily dose of lead! Instead, try defusing the situation calmly (always the first option), causing the girls to back up the walk. Repeat as necessary until the standoff works itself out. 2-7: St. John Dairy, Pt. V ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: Camera Achievement: You Fight Like a Dairy Farmer With Katjaa safe, Lee runs outside to find Andy. Reply to his first comment, then get saved by Carley/Doug's quick thinking. This starts a lengthy QE event where Lee scuffles with the gunman. Lee gets first blood, making them both roll downhill near the sawhorse. Andy will regain the upper hand, inching Lee toward the high-voltage fence. Mash Q-button until Lee calls out for Lilly's help. Depending on how he handled the Larry situation, she'll fire or do nothing. Either way, the QE event'll restart, with Lee fighting his assailant off. Slug it out a bit more until the survivors gather around. Having proved his point, Lee gets up to walk away, only for Andy to bait him further. Reply (doesn't matter, although he can pretend both Danny & Brenda died) then decide whether to leave the matter settled or finish the job. For the latter, Lee can kick him into the electrified fence or shoot him. (The gun is only available if Lee took too long in beating on Andy, letting him regain a momentary advantage.) Killing Andy will impact Clementine, so choose wisely. Following the farm events, everyone starts walking back. There's conversation to make with some main players at this point. This is the order: • Carley comments on leaving the motel unattended; this affects nothing, but does reflect whether Lee stopped Clementine from eating her meal. If Doug's alive, he'll comment on saving everyone with the laser pointer, to which Lee can drop plaudits ("I'm glad you showed up when you did") or censure ("You probably should have stayed"). • Kenny will comment on what happened in the meat locker, and the options'll change slightly depending on who Lee sided with. If Lee wanted to revive Larry, all the options (except silence) are negative. On the flipside, helping Kenny take care of Larry gives options of support, plus one that express guilt ("We fucked up"). • Clementine will comment on the farm situation. If Lee killed the brothers, the best options can reassurance ("I'm sorry you saw that") and honesty ("Yes. They were bad"). Lee can also show guilt ("I shouldn't have done that") if he prefers. If Lee let both brothers live, he can take a stab at their fates, reassuring Clem ("We didn't kill them, so I don't know") or being direct (any other non-silence option). Clem will, naturally, notice her caretaker's attitude. The discussion over, everyone happens upon... 2-8: Roadside ¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: --- Achievement: It's Not Stealing if You Need It ...a supply-filled station wagon! Of course, this is only learned after the group sneakily approaches the suspicious vehicle. After the previous mess, and not knowing the owners' fates, Kenny will want to loot the commodities. This is the final major decision in the chapter: • AGREE: Taking the supplies makes Clem cross. Unload the swag, then hand her the child-sized hoodie. She's apprehensive about taking it, but Lee can make the pill easier to swallow ("Hold onto it for safekeeping") or convince her it's okay ("It's yours now"). Either way, she'll wear the hoodie the rest of the game. • DECLINE: Lee won't take supplies or the hoodie, making Clem happy. However, the rest don't mind free munchies, so the outcome's mostly the same. The chapter ends once the hard decision's reached and the camera's contents are spilled. To recap the major points for the curious: - Almost 85% of players chop off David's leg to save him - Almost 90% of players try to save Jolene (crazy crossbow psycho) - Most players try to save Larry - An overwhelming amount of players don't kill both St. John brothers - Most players don't steal from the car _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 03) LONG ROAD AHEAD [WK03] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 3-1: Macon Streets ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: --- Achievement: Goodbye, She Quietly Says The third installment begins with during a two-man supply run in town. Almost immediately, Kenny will put Lee on the spot about leaving the motor inn -- he will remember any actual reply (and only agrees with "we should go"). When Kenny climbs the trailer near the drugstore, inspect the ladder. When it's a no-go, use the jeep's winch, starting a chat about Lilly. Lee has a chance to condemn Kenny's actions ("You slaughtered her dad") if he didn't assist, though the other options don't affect anything. Attach the cable to an axle, then flip the winch control to comment on Clem and the station wagon (doesn't matter). Climb the jeep. Before Kenny pulls Lee up, he comments on Duck's near-miss at Hershel's farm. The choices change ever so slightly if Lee tried to save Shawn first, and Kenny remembers any remark here. Pick "what'd he say?" or "it was a scary situation" for best effect; the others border on cruel dismissals. Kenny will try hoisting Lee onto the trailer, only for it go bust. All that noise eventually starts the installment's first major decision: performing a mercy killing on a goner down the street or letting her be eaten (i.e. acting as a noisy zombie attractor). The decision will impact how much time can be alloted to the supply run afterwards, and the motel survivors will learn of Lee's judgment call, too. Either way, the next step is looting the pharmacy. The key to this portion is haste: just grab the items, don't stop to inspect what they are. There's 20 to claim in all (8 shelf/floor, 7 box/shelf, 5 cabinet) and the game tallies this in the upper-left corner. Pressing left/right will jump to the next search area, eventually looping back around. If Lee killed the girl, time's heavily constrained here. When all items are found, or time runs out, Lee and Kenny turn to flee. Hop the prescriptions counter, only to be pinned by a falling door. The QE event is unwinnable in its first part, and ends during a small cutscene (Kenny will flee or help, depending on how Lee assisted with Larry last chapter). Either way, Lee will regain some strength to fight the horde off. Push the fridge to block the doorway. On the way out, the zombie pilot from the fallen helicopter will attack. Hit it twice -- its motions can make this a little hard at times! -- then QE to impale it on rebar. Kenny and Lee will then escape to... 3-2: Travelier Motel ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: --- Achievement: Bad Blood The conqueroring looters return! First things first, the two report the haul to Lilly. She'll still be holding a grudge about what happened to her dad, and voices her opinion about wintering at the motel. Lee's can support Kenny ("We do whatever is best for the kids" & "We have to go eventually") or Lilly here ("This place is fine, Kenny"). Kenny will take notice if Lee's backslid from his stance, and always tells the result of how they handled the girl in the previous subchapter. Lilly will also comment on stolen supplies, which sets up the main event for next subchapter...which starts now! 3-3: Travelier Motel, Pt. II ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: Flashlight, Pink Chalk Achievement: Hit the Road Lee can now be controlled in the parking lot. There's some optional convos to hold here, including a special Carley-only event (there's no counterpart if Doug survived) where Lee can reveal his criminal past to the others. It's optional, but fits the story well. Whatever Lee decides to do, she remembers the decision. If it's not done, there's little to talk about until one follows up on the supply thefts. • Clementine: She's doing a leaf rubbing. If Lee reveals his past crime, she will understand why he told her. (This option is available even if he tried to do the same thing at the drugstore in "A New Day"). • Kenny & Katjaa: Lee can go through their normal conversations, but there's nothing of interest. Each can be pulled aside if Lee wants to reveal his murder conviction. It goes slightly different for each, with Kenny wondering what the crime was (if Lee is coy about it, he asks "it wasn't for touching kids, was it?") and Katjaa wanting to know about the meat locker incident after. Lee can decline that retelling, though. • Doug: he's near the couch in the RV foreground, and can be asked about his safety and opinion on Lilly. There aren't any noticeable replies here. • Ben: he's the RV watchman. He has some delightfully awkward chat options, but nothing else, unless Lee talks about his felony. Ben will appreciate being told...although it's more about someone giving him attention, not that he cares much about the issue. If everyone was informed, return to Carley for a follow-up. Either way, the next step is speaking to Lilly about stolen supplies. Reply at leisure to her first two comments; when she hauls out a broken flashlight, she'll pay mind to how Lee reacts. ("I'll poke around" goes best; "It's just a few things" and "Seems like you're manufacturing this from nothing" make her suspicious.) Either way, Lee will have to investigate. Duck will have eavesdropped, and will want to assist like his comic-book heroes. This decision is irrelevant, since Duck's lizard brain causes him to join in anyway! (To be fair, this is probably the funniest exchange in the whole chapter.) Now that the event's started, Lee has access to clues. First, inspect the sidewalk's broken glass (left-hand side of lot), then the chalk 'X' on the wall nearby. Ask Clem about the chalk; Duck will find a piece near the gate and hands it over. (High-fiving him has no relevance.) Inspect the scuff under the main gate to gain outer-wall access. Walk "right" until Lee finds the removable grate. Pry it open and get the bag full of...meds! Lee automatically returns the supplies to Lilly. After the scene, bandits'll attack the camp, claiming someone broke their supply deal. Lilly will run to get in sniping position, asking Lee to stall. This can be done by simply talking to them (any option) until shooting starts. This starts an event where Lee clears the camp of intruders, an amount that slightly depends on Doug/Carley's presence (he bags one, she bags). Either way, reinforcements flock in from the forest, turning the place into a killing ground. Lee begins behind the RV. The goal is to pick off the shooters, which is done by popping out from cover, firing, and popping back. If Lee lingers too long, he'll be killed. (The now-standard red-screen effect gives this assessment.) When Lee's killed two, Carley and Ben safely make it to the RV. Next, take out three on the other side so Clem and Kenny's kin are home free. This will require sniping the zombie that almost gets Kat. Finally, eliminate the zombies on both sides of the RV (this part changes slightly if Doug, the less experienced gunman, is with). When Lilly finally arrives, the RV sets off... 3-4: Kenny's RV ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: --- Achievement: What Now? ...and she starts pointing fingers. Regardless of circumstance, Carley/Doug dies in this event. Outside that main shakeup, the only relevant dialogue choices reflect on Ben, and whether Lee goes to bat for him ("Ben's a good guy" or "I think he probably did it") -- this only occurs if Doug was alive, though. In-between those choices, during Doug's plea ("I know I don't get wrapped in the politics..."), Lee's choice has a different effect. We need to act NOW. ---> You and Lilly agreed on this. Doug's right ----------> Everyone noticed that. Let's just let him go -> You tried to let it go. ... -------------------> You chose to remain silent. After the chips fall, another major decision is reached: whether to let Lilly come with or strand her on the roadside. Ironically, for as much trouble as she just caused (especially with the growing Lee-Carley romance angle), this decision matters little. It does make the next subchapter more interesting if she tags along, however. Before the decision takes root, Lilly will reveal Lee's past to the group. Obviously, if Carley was alive, Lee had a chance to explain, but this ain't the case for Doug. Back in the RV, speak with Katjaa and Kenny (who reflects on the recent murderer news), then do a chat & silly QE event with Clem. This is the only QE event where Lee can win it by doing nothing. 3-5: Abandoned Train ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: Pencil, Water, Spike Remover, Map, Rag Achievement: Handle It The RV will come to rest at a train-blocked crossing, causing everyone to get out for a rest. If Lilly tagged along, she'll be inside still. Lee will need to get a Pencil out of the cup holder for later anyway, so feel free to snag it now. Afterwards, there's a mandatory conversation about how Lilly wants to commandeer the vehicle. Regardless of what happens, she'll drive off in it, stranding everyone else. Any response to Kenny's yelling is fine here. The others have nothing of relevance to say, although Ben will be annoyed if Lee fingers him as the motel traitor. Anyway, enter the train and search the boxcar. Grab the water (can be brought to Katjaa) and start inspecting the engine. It has four compartments, but for now, only the second-from-left, which contains tools, has anything of use: the spike remover. Don't bother taking the spanner or monkey wrench, since Lee can only hold one tool and will have switch later. Kenny joins Lee in the conductor's car after they inspect the engineer. Look at the tablet to find the startup controls...or what's left of 'em. If Lee got the pencil, he can immediately set to work rubbing the indentations; if not, he'll have to fetch it now. (This starts the Lilly/RV event.) The tablet rubbing will give the correct order and switch positions. Lee only needs to find the corresponding switchboard, in this order: 6: Down, Down, Up, Up, Up, Down, Up 5: Lateral, Vertical 9: Left Turn, then Right Turn Switch line 5 & 6 are near the driver's seat; 9 is on the train's outer face, the leftmost of the four doors. When done correctly, the engine's primed and Kenny will walk over (conversation is irrelevant). Try the throttle on the engineer control panel to find the cars are stuck on the wrecked portion. Lee can cut this loose by taking the spike remover, exiting out the boxcar's other side, and jiggering the coupling. Head back to meet Chuck, a hobo who's been inhabiting the train, and who's already introduced himself to the others. He'll ask if Lee's taken anything from the place. Lee can either lie ("I didn't take anything," although this may be true, too) or be honest ("I took the map of the train routes"). He'll take note of any subject-changing deflections, which is what other responses do. Either way, Lee will get the map and Chuck is accepted into the survivors' group. Approaching Kenny will start the next even, so feel free to discuss any remaining dialogue at this point. (The chat with Kenny about Duck's worsening condition will always have the same tone.) When ready, press the throttle to get rollin'. En route, Duck will take a turn for the worse. Use the rag (on floor) to wipe him off, then prepare to inform Kenny, who's still up front. There's no point procrastinating, since there's nothing else to talk about now. Lee can get the train to stop through dialogue or force. • DIALOGUE: Avoid showing him the rag, then try to talk in a friendly or understanding tone. Basically, these answers listed below. Confrontational replies will tip things towards a fight, so pick the "back off" or "calm down" option to right things and try again when the next opportunity arises. - "Katjaa needs you" - "I'm sorry" - "This isn't about Duck" - "You think you're the reason Duck got bitten" - "You didn't kill Hershel's son" • FORCE: Show the bloody rag, then provoke Kenny until he gets out of the chair. When given the option, don't "back off" or "calm down" -- this'll initiate the fight. Lee can simply take Kenny's blows (eventually, his rage subsides) or follow the on-screen prompts to dodge his blows and put up an actual fight. If done right, Kenny will get some sense knocked into him. Finally, the train stops. 3-6: Georgia Wilderness ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: Bottle of Whiskey, Map, Scissors Achievement: Unexpected Delay The first reply to Kenny doesn't affect anything, but the next decides who (Kenny, Katjaa, Lee) does the deed. Not deciding is the same as picking Kat, note. If Lee's been the family friend this whole time, him volunteering will mean a lot to them. Clem will eventually ask about Duck, prompting variations in Lee's dialogue (second convo counts as speaking honestly). Regardless of what was chosen a moment before, Lee will run into the woods. Lee can now have Kenny or himself do the deed. The third option, easiest done by silence twice in a row, simply has the men leave the forest. Generally, having Lee shoulder the burden is the best bet for future relations. Once the event's over, Lee automatically speaks with Clem and Chuck. The latter will chastise Lee over his lack of planning (he never likes Lee's second reply) and give some sound advice for keeping Clem safe. Talking with Kenny doesn't give anything important here, but it's flavorful! Ben, who's outside the boxcar, doesn't have much to say, although the exchange about Carley/Doug is hilarious in a twisted way. Before speaking to Clem, snag the whiskey bottle and bring it to Chuck. Lee can share a drink with him (doesn't matter), then tell Ken about it. This gets him up long enough to snag the map in the side bin. En route to the boxcar, Ben will confess his long-kept secret. Lee can either threaten him about it ("I could kill you") or dissuade him from sharing it (any other). Find Clem to follow up on Chuck's advice. They have to be done in the listed order (Lee can talk about Ben and Chuck in the meantime). • Shooting: Clem will get in some target practice. To coach her correctly follow where her shot's off, then give suitable corrections. For instance, if she shoots SE of the bottle, telling her to aim up and to the left would straighten her shot. ("Keep it steady" means she's aligned perfectly.) Once three bottles are broken, practice is over. • Plan: Lee will hammer out a plan for when Savannah's reached. What Lee tells Clem here will be echoed later, and some other survivors may not agree with the priorities Lee sets. - 1st conversation has Lee talk about main goals. Finding a boat is the only option Kenny considers later, so tell her that to avoid future problems. (Silence is tantamount to "let's look for your parents".) - 2nd conversation is about looking for Clem's parents. Lee can humor her or say they're dead, which naturally upsets the kid. (Making her cry counts as "we'll look for them, but then we move on".) - 3rd conversation is about informing her parents of Lee's checkered past. This isn't important, so pick whatever. • Haircut: Grab the scissors from Chuck's pack, then use the cutting option. Clem expresses relief about Lee talking about his prior conviction. His response (except silence) will be remembered. The chapter ends when all three are squared away. 3-7: Abandoned Overpass ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: Electrical Tape, Blowtorch Achievement: Look Behind You Kenny stops the train before it barrels into a petrol truck dangling from an overpass. Before a shouting match can erupt, the group is noticed by Omid and Christa, passers-by on the bridge above. They'll remember Lee's first impression (pick "no, we're friendly" for best effect). Climb the ladder, then answer their questions. The important replies they'll remember deal with Lee's past and if the other survivors are on the level. Lee can inform them about Kenny's latest predicament, Ben's youthful stupidity or how they just met Chuck. There's little else to do up here, 'sides getting the electrical tape from the emergency vehicle. Back at ground level, pick anything in the next choice, causing the group to mingle -- Lee can follow suit. Christa ("Where you from") can reveal Omid's a Southern history buff, but won't appreciate further snooping about their previous spat. If Lee wants to bond with Omid about the Civil War, find him in the engineer's room. Note that the boxcar and surrounding area is closed off from now on. With the chit-chat over, head for the defunct station on the overpass' other side -- Clem accompanies for this part. Round the far side is a locked door; Lee will need to inspect the high window, then use the boost option on Clem. Reply anything to the next question and Clem will unlock the sucker, despite it quite clearly having a normal keyhole. Perhaps Lee's taught her magic in addition to other survivalist traits... Prop the door open with the spike remover, then inspect the gap above the locked door. This time, however, walkers break in, causing Lee to drop his sidearm. Back up to the door, take the tool and eliminate the foes. Then, for part two, grab the keys from Clem, unlock the door and take the pistol to eliminate the final straggler. When Christa investigates the noise, she'll gently scold Lee for dragging Clem into the walker den. She'll remember any reply to the last convo; to reassure her, pick "we're still alive, aren't we?". Grab the blowtorch, tell Clem the lesson they learned (she'll recall anything mentioned here, even silence) and head back. Visit the overpass and begin cutting task...only to find there's a minute leak somewhere. Patch it with the electrical tape, cut it as much as possible, then have Omid do the remaining portion. 3-8: Abandoned Overpass, Pt. II ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: --- Achievement: Lend Me Your Ears Omid's cutting goes smoothly, just as a giant herd of walkers approaches. Kick the blowtorch into the petrol, then prepare to jump. Lee can push Omid; the other verbal options let him jump himself. Silence has Omid push Lee, of all things! The fifth major choice of this installment is picking who to save, Christa or Omid. However, both will end up being saved, so feel free to pick either -- it matters little. What DOES matter is letting time run out, which is a major dick move and influences how the couple likes Lee later on. With everyone on board, relay to Kenny the decision Clem was told earlier. As said earlier, he only agrees with finding a boat; the other options rub him the wrong way. Chapter recap: - Most players shoot the girl in the street - Most players don't strand Lilly by the roadside - Most players end up fighting Kenny to calm him down - An overwhelming number of players perform the mercy killing - Most players save Omid and Christa in equal portions. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 04) AROUND EVERY CORNER [WK04] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The fourth installment begins after the team has landed in Savannah and disembarked from the train to the suburbs. Lee starts with the walkie-talkie in this scenario. 4-1: Savannah Streets ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: --- Achievement: Georgia's First City After speaking with Clem about her radio, Christa will comment on Omid's leg injury. Lee can have the group halt ("you're right, let's stop") or continue on, with or without assistance. If Lee lends Omid a hand ("I'll help carry him"), Christa will appreciate it. Regardless, two useless conversations later, the loud church bells will summon walkers. To begin, a zombie will latch onto Kenny's leg, so shoot it off quickly. (If a player's too slow, Christa saves the day instead.) Next, Clem will be in the midst of a zombie crowd, which starts a first-person shooting event to save her. The pistol has infinite ammo in this portion, but Lee can never slay the leftmost sidewalk zombie gunning for Clem. Instead, just shoot the nearby stiffs until Chuck's rescue. The chapter ends soon after. 4-2: Abandoned House ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: Shovel, Collar Desperate to escape the walkers, everyone congregates in a backyard, trying to find a way inside. Control returns to Lee at this point, letting him speak with everyone before continuing. • Kenny: several topics, but none important • Ben: several topics, but none important • Clem: she'll be worrying about the yard's safety. Most answers will give reassurance, though silence is a little unsettling. • Omid: he'll be wondering about his leg. Lee can be a straight shooter ("She's right, it looks bad") or reassure him (any non-silence option). When ready, inspect the house's doggie door, enabling Lee to grab the shovel along the shed. Use the implement on the grave to uncover the former pooch and his unique collar. When Clem asks, reply anything except the 1st option ("stay away") which hurts her feelings. Now that the collar's been found, the doggie door can be accessed...by Clem. When no one's looking. Lee has a chance to praise ("good job, Clem!"), gently warn ("you should have asked me first") or outright scold her ("don't ever do that again!"). Like usual, silence offers some neutrality. Once inside, Christa asks about the walkie talkie issue; Lee can either lie ("I didn't know"), offer an excuse ("I didn't want to worry anyone") or be honest ("I only found out yesterday," though this still annoys her). After, Clem will speak to Lee. If Lee scolded her for the entrance stunt, he can make her feel better by apologizing ("I'm sorry I yelled") or exacerbate the issue (silence). If he praised or gently warned her, this event doesn't occur. Next issue for Lee is checking all the downstairs doors: two in the sitting room, plus the closet near the main entrance. (There's many things to look at here, though none are important, save the whiskey Lee can't take yet.) Once all three are checked, there'll be another walkie-talkie scene. If Lee shouts at Clem ("we want an answer, Clementine!"), he makes her nervous, so pick one of the gentler options instead. The conversation's broken up by Ben, who wants Lee to check the attic. See what the ruckus is, then choose who should kill the zombie. (If Lee chooses himself, approach the foe, then stomp, shoot or bludgeon it with whatever instrument is on-hand.) If Lee chooses to leave the attic, Christa performs the killing. Regardless, our protagonist has to do a backyard burial. Place the corpse in the dog's grave, then haul dirt four times. Immediately after, Lee will yell at a shadowy figure spying on him. When the others run out, he can lie about the encounter ("just a stray dog"), ignore the question (silence) or be honest (anything else). This event will rattle the survivors, prompting Kenny to start his River Street boat hunt. There's no changing the outcome, so those who want to get in good with Kenny should agree ("the sooner we leave, the better"). This affects a decision later in the installment. Clementine and Ben will want to accompany Lee, but they have to be refused. It's just a matter of informing Clem (gently or firmly) and telling Ben his place; for the latter, Lee can bring up his past ("no offense, Ben...") or have him keep watch over Clem/Omid. Either way, Lee and Kenny will be the two-man crew, leading to... 4-2: River Street Docks ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: Quarter, Climbing Pick Achievement: Down by the River Answer Kenny's questions en route (they don't matter) to control Lee on the empty waterfront. The suggestion to check the telescope doesn't pan out, as neither of the men has a quarter. Lee inspects the walker barricade at this point, if it wasn't done before. Don't bother shooting any of 'em -- they pose no threat. To get a coin, inspect, then club, the newspaper machine with the tool taken from the train. Get back to the telescope, then start scanning around. The only thing worth watching will be on the leftmost side of the vista, where Lee spies a red-clothed figure climbing down a building. The two men hide as the stranger approaches the defunct newsstand. Pick any option, 'cause a sneak attack is decided on. Approach the counter and peek over, only to get snuck up on instead. Lee can grapple with the stranger and block incoming blows to gain the upper hand, or get clobbered -- either way, Clementine breaks up the row. After Kenny appears, the stranger then reveals himself to be...herself! Molly! This handy she-ninja will be wondering who the people are and whether they're from Crawford, wherever that is. She'll remember Lee's first reply about the subject if he clams up ("I don't have to tell you anything") but subsequent queries -- regarding children, bells, the back fence, etc. -- aren't. Just as the conversation comes to a close, the local "geeks" arrive, causing the survivors and Molly to enter the alley. Clem and Kenny will get hoisted up, but Lee lands flat on his bottom. Quickly push the dumpster aside, then inspect the manhole to get a gift from Molly. Take the climbing pick, then pry open the cover in a small QE event. Lee, separated from everyone, has to take refuge in... 4-3: Savannah Sewers ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: Handle, Revolver Achievement: Support Group Surprisingly, only one zombie takes a header! Lee's only chance of escape lies deeper in this complex, so venture on, down the small slope, past a locked door and unusable pipe. From there on, a zombie group blocks the way forward, and approaching them leads to an inevitable game over. Instead, duck into the waist-high passage, tamper with the valve clockwise, then take its handle. The way back is blocked, so take the foreground passage to the locked door passed earlier -- it can be pried open with the pick. Next, use the valve on the corner pipe, being careful not to linger too long in plain sight. (Just input the command from afar for easy effect.) The running water creates noise for a diversion, so quickly retreat to the short maintenance tunnel and let the walkers past. Lee picks up a revolver while moving past the zombies' latest corpse, and can stealthily approach the far-off straggler. However, a zombie in a lower grate snags his leg, causing a small QE event. Lee will need to free himself, plus deal with the alerted straggler, and the best way to get through is by using the climbing pick. Lee can also use his own pistol, but the noise will attract the distracted zombies, making the next portion have a time limit. Note that if Lee uses the pick on the grate zombie, he'll have to reinput the command for the 2nd one too, so be careful not to foul it up! Either way, Lee will make for the passage's end. Use the climbing pick on the broken ladder to knock loose the sign, which is covering a mysterious hole. Push it aside and head in to find...a fully-supplied underground bunker! The door leads into a morgue where several new faces are hiding, which leads to a quick standoff. The geezer with the gun will wonder who Lee is. The easiest way to get past this event is trying to calm him down ("I don't wany trouble" or "nobody"), then giving reassurance ("let's talk about this" "I'm not from Crawford"). Lee will be shot if he responds with silence to the 2nd question, or if he's slow taking Vernon's gun away afterward (even if he reassured them), so be quick about disarming! With things settled, Lee converses with the cancer survivor group. He can be honest about his arrival ("walkers" or "we were looking for a boat") or avoid the question. Lee's next reply doesn't matter much, since, like it or not, Vernon agrees to guide him back to his group. Finally, Lee can incentivize his guide, via lies ("we have medicine"), duress ("If you don't, I'll kill you") or mentioning Clementine; silence brings up Omid's injury. Mentioning Clem gives Lee a chance to lie about her being his real daughter (Vernon'll assume this if silence is chosen). Either way, it's back to... 4-4: Abandoned House, Pt. II ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: Hatchet Achievement: Bedside Manor Back at the brownstone, the first person seen is Molly, who tagged along with Kenny and Clem. She'll inquire about Vern, letting Lee answer plainly ("he's a doctor") or deflect in some manner. Either way, Lee returns her climbing pick and Christa comes downstairs. If Lee lied about having meds earlier, it creates an awkward situation when Vernon brings it up. Either way, there's a scene with Omid before Lee can walk around normally. Next is finding Clementine. Lee starts upstairs, although to save some time, she's not up there. (Molly is, though, in the far bedroom, and directs Lee to his "redneck friend".) Going downstairs automatically starts a scene with Ben and the newly liquored-up Kenny. Lee can try to reason with his buddy ("give me the bottle" or "Kenny, take it easy") or yell at Ben. Staying silent does nothing. After, speaking with the pair again questions them about Clementine, giving a good chance to rail into Ben, if he was asked to guard her. (Note that this doesn't affect anything, but it's still great to see Ben get flak.) Lee will enter the backyard. Approach and open the shed door to reunite with Clem. Much to everyone's surprise, the shed held a motorboat. Answer any way one wants until the group must decide on where the battery and gas, the only two things their new vessel lacks. Suggesting Crawford is the only realistic answer; suggesting a street search or doing nothing doesn't go over well. The method Lee wants (negotiation, sneak attack, by force) won't matter. Eventually, Clementine will ask about Crawford, letting Lee answer honestly ("I don't know" or "yes, it will be dangerous") or assure her ("no, don't worry"). Either way, having been left behind earlier, she'll want to tag along, to which Lee can agree/decline. This is the third major decision and affects the invasion of Crawford slightly. Omid will live either way, so there's no story-related reason to exclude her, really. Make the decision and wait for nightfall. Eventually, Vernon will arrive with his mouthy ally Brie, to which Lee can respond positively ("the more, the better") or rudely ("we don't need her"). She's coming either way, however. Also, depending on Clem, Lee will decide to (not) arm her or explain his rationale, respectively. Hatchet in hand, the group moseys through the sewers toward... 4-5: Crawford ¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: --- Achievement: Georgia's Last City *NOTE* If Clem's not with, her related Crawford events don't occur, natch. When able, climb up to the eerily quiet streets via the manhole. When the group stumbles upon a guard, approach and dispatch him -- this makes everyone take refuge in the old school. The response to Kenny about pursuers will freak out Clem/Ben unless Lee responds firmly ("I don't think so"). Respond to Vernon's comment to move into a classroom. Here, the tasks are divied up, with Lee and Molly seeking out the battery, supposedly in the school's maintenance garage. It's down the hall, past the staircase entrance, then the right-side exit. Feel free to look around the classroom -- including a fun convo with Clem, if she's there, and a question about admitting fault with Ben -- before going outside. (Note that Lee gave his hatchet to Kenny at this earlier.) Walk to the small shed along the garage. Eye the roof hole and climb up the shelving; Lee can hop the side fence. Inspect the heavy garage door and back fence for a scene where a falling zombie signals Molly's reapparance. Reply to her in any fashion, then do a quick QE event where Lee jacks up the door. Naturally, being a slowpoke means dinner for the undead assailants... 4-6: Crawford, Pt. II ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: Hilda, Tape #1, Tape #2, Tape #3, Logan's Code, Hatchet, Shotgun Achievement: For Whom the Bell Tolls Inside, inspect the hydraulic hose near the raised car, then ask to borrow Hilda (the "hook-thingy") from Molly. Nick the hydraulic hose to lower the car...a bit too fast. Disconnect the battery by inspecting the plugs twice each -- this portion is timed, so don't dawdle. Molly will keep the battery in her pack, so escape by climbing the truck, shooting the skylight and letting her pull Lee up. In fact, she has a stronger pulling arm than Kenny! Now above the garage, respond to Molly's roof-jumping goad (any option's fine) and prepare to leap. Make sure to click on her hand as soon as possible, lest Lee and the concrete become intimately familiar! On his way down the hallway, Kenny and Brie will arrive with gas...and walkers. To do this QE event, close the door, shoot the zombie, grab the hatchet, then shut the door a 2nd time. Odd how a billion zombies can infiltrate a small garage and push down fences, but they can't get through a simple glass door... Return to the classroom to find Ben and/or Clem waiting, though the armory's still shut. The next step is visiting the hallway's left fork, although one can chat with the current survivors here (including one of Kenny's funniest exchanges, where Lee reminds him Molly saved his life and he complains "but what has she done for me lately?"). If Lee didn't speak to Ben earlier, he will repeat his guilt-related query; the answer's irrelevant. The fork leads to a small QE event where Lee guns down random zombies who've accumulated at the nurse's station. Inside, the meds have been found...behind a password-locked safe. When able, root around the office for any goodies, namely Tapes 1 (inside a file on the desk). Play it in the camcorder. Lee will recognize the doc as the walker near the outdoor garage. Return to the garage via the same method -- the only change-up is a walker in the shed, which is fought off in a QE event (probably the funniest death in the game). Stomp the doc's head and loot his body for the 2nd tape and a code to Logan's locker. Lee will automatically backtrack to the schoolhouse, so no garage hijinx this time. Finding Tape #3 is optional, but easy to find: it's in the "bloody locker" en route to the nurse's station. Return to watch Tape #2, after which all the morphine and antibiotics will be claimed. Lee can watch the third tape at this time, giving a bit about Molly's past. This will come into play on the way to the classroom, where Lee can confront her about it (the first two options) or blow it off ("forget it, let's go"). If Molly explains herself, Lee can sympathize ("I understand"), blow her off ("I don't care") or gently change the subject ("let's just go"). On the way back, meet Ben (irrelevant convo) and see Molly get attacked by a straggler. Lee will have to shoot the zombie in first person POV to save her, or waste time, leaving her behind. If Clementine was brough to Crawford, she saves Molly, eliminating the need for Lee to intervene. Either way, Lee gets his hatchet back and everyone gathers in the classroom. At this point, Ben's feelings come flowing out. Lee can try to silence him ("we don't have time for this" or "Ben, shut up") but either way, he informs Kenny about past actions. Lee can then side with Ben ("it was a mistake") or his longtime travel companion ("Kenny, calm down!" or "kick his ass later!"). Regardless of what Lee says in the next conversation, everyone calls a vote to let Ben come or stay. Clem will want to vote, too, if she's with -- Lee can refuse ("no") or agree ("of course you do" or silence). She always picks to let Ben stay, note. Lee can then cast his vote, or abstain (silence counts as abstaining also). If Lee votes differently than Clem, she'll be annoyed, however. After a cutscene, everyone will scramble through the armory door Kenny kicked down. For the next event, Lee will have to ascend the stairs while fighting off the zombies he foolishly let into the room. Luckily, an infinite-ammo shotgun is just what the doctor ordered. Slowly back up, firing when needed (watch out for crawlers) until Lee's foot gets jammed. To free himself, he'll have to kill approaching zombies, then tug on his leg when the coast's clear. Repeat this four times to get free. With covering fire from his buddies, Lee can now stalk upstairs to melee the unaware pursuers. Click on them when able to do the deed, being careful not to let them turn around and attack (only the third one tends to get a chance at this game over). The hatchet is dropped after this event. Everyone congregates at the bell tower's apex, looking to reach the roofs. Somehow, a zombie is attached to the bell rope and grabs Ben. Lee can shoot it off or let Ben die. If Lee kills the zombie, Ben will be hanging by a thread, opening up another conversation in which Ben asks Lee to let him go. Letting Ben fall, or saving him, is the fourth major decision to deliberate. (Picking silence lets him die, for those wondering.) Choose wisely to finish the chapter. 4-7: Abandoned House, Pt. III ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: --- Achievement: The Morning After With meds in tow, everyone returns to base. • If Clementine was left behind, she'll either have killed an intruding zombie (provided she was armed) or trapped one in the closet, forcing the men to gun it down. If Clem didn't come with, she'll ask about her parents. Lee can reply honestly ("no, we didn't" or "there wasn't time") or sidestep the issue. If Lee heartlessly left Molly behind, she'll ask about that, too -- the options are clearly spelled out this time, though. Clem remembers any reply given (silence included) here. After the above bullet point, or if Clem came with, everyone goes to Omid's bedroom. He'll have survived either way, though if Ben died, Kenny mentions it in front of Clem, causing her to run into the hall. Vernon will want a private chat, its tenor decided by Lee's recent action (like threatening him or lying about having meds in the house). He'll also offer to take Clem off Lee's hands, since there's doubts about her wellbeing. Lee can entertain the offer ("you have a point"), give a non-answer ("I need to think about this") or tell him off ("walk away, Vernon"). Having heard Vern's deal, and seen Molly split (assuming she survived), Lee automatically seeks out Clem upstairs. She'll ask about the boat destination and Ben, though the replies aren't important. The third question is about searching for her parents; Lee can be honest ("let it go" or "there may not be time"), avoid her question (silence) or lie. Either way, the response'll upset her. Lee will sit on the couch until he conks out. In the morning, Mr. Everett goes into the backyard. 4-8: Abandoned House, Pt. IV ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: Clem's Hat, Walkie-Talkie Achievement: Penultimate Pick up Clem's Hat, then hop the fence to find her walkie-talkie by some garbage. Lee will be ninja'd by a walker, forcing him to bash it into a wall then stomp it. However, he ain't unscathed. As the other survivors approach, he has a chance to show or hide his death sentence -- the 5th and final major decision to make, and it directly impacts the final installment. Basically, Lee will now have to convince his comrades to help him out on the search for Clem. They're spoken to in a set order. • Omid & Christa: They never help if Lee concealed his bite, but always help if Lee was forthright about his new injury. • Kenny: Having been in Lee's group since the first installment, there's a lot of baggage for him to weigh, particularly if Lee's flip-flopped on major choices that Kenny had. However, it's possible that, in light of past help, Kenny can rationalize his assistance ("Clementine is my family"). Choosing the other options, particularly "go f*** yourself," are dead-ends. If Lee has had Kenny's back the entire game, Kenny pledges assistance immediately, foregoing any rigamarole. If Ben survived, Kenny will chime in that he doesn't want to go anywhere with him, giving Lee an ultimatum. Lee can get both to accompany anyway ("Kenny, deal with it"), which makes the next chapter more exciting. Otherwise, Lee can choose not to bring one of them (silence is taken as siding against Ben). • Ben: if asked to stay, Lee can ask him to stay with the boat, or hook him into coming with anyway ("Clementine stood up for you"). If Lee has helped Ben throughout the game, without being overly critical or threatening him, letting Ben choose ("it's up to you") has him come with, too. Silence will always have the kid stay put. Either way, Lee will head to the morgue with those who agreed to help. 4-9: Hospital Morgue ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: --- Achievement: --- Listen to the radio conversation, then the one after that. What Lee responds doesn't change anything, despite the chapter-ending cliffhanger! Recap: - Most players kill the zombie in the attic themselves - Most players are rational and honest with Vernon (instead of threatening) - Most players bring Clementine to Crawford - An overwhelming amount of players save Ben at the bell tower - An overwhelming amount of players reveal their bite Additionally, the game keeps track of the survivors Lee got to help him (8 possible combination). The combinations are: - Lee - Lee, Ben - Lee, Kenny - Lee, Kenny, Ben - Lee, Christa, Omid - Lee, Christa, Omid, Kenny - Lee, Christa, Omid, Ben - Lee, Christa, Omid, Ben, Kenny The five-man group is generally available by being honest and kind to the allies, so it's a little surprising that (at time of this writing) it's got the highest attainment percentage. Just a little trivia. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 05) NO TIME LEFT [WK05] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The final installment will play out slightly different, depending on the survivors Lee recruited (if any). 5-1: Hospital Morgue ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: Rib Spreader The installment opens with the response Lee chose last chapter, which ends radio contact with the stranger. At this point, if Omid and Christa are with, they'll ask Lee how his zombie-inflicted wound is feeling, remembering any answer he gives. No matter which survivors Lee ends up with, zombies attack the bunker's door and he'll have to find an alternate route. One can now inspect the morgue, namely surgical supplies (can't be taken) and a Rib Spreader, which Lee should pocket. Next, maneuver to the back elevator and stick the newly-acquired item into the gap; Lee will start cranking open the door. When the deed is done, Lee loses consciousness. When he comes to, he'll be on the operating table, surrounded by his pal/s who've discovered his wound. (If he's alone, he wakes up by himself still.) This is where last chapter's decision to conceal or reveal the zombie wound comes into play...although it doesn't have earth-shaking impacts like one would expect. If Lee hid the ailment, he'll have a chance to make amends. The installment's first major decision is whether or not Lee should amputate his arm (to stave off infection) or do nothing. Despite being one of the big choices for Lee, it affects very little plot-wise, so either option's fine. If our protagonist goes under the knife, he'll have to pick the saw prompt four times to complete. (Lee always passes out afterwards, leading to his helpers dressing the wound.) If Lee skips the literal hackjob, there's no fuss to deal with. Anyway, with the milestone over, it's time to enter the elevator. Work the rib spreader again to bust open the door, leading to a long ladder. Lee will always take up the rear of his group here (assuming there's a group to begin with). On the way up, if Lee didn't amputate, he'll nearly fall off, and has to quickly grab a rung to avoid splattering the shaft's bottom. Otherwise, the ascent is all about hitting "W" to climb. Any dialogue that takes place, as well as the falling zombie, don't matter here. 5-1: Hospital Rooftop ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: --- Achievement: Into the Fire Up top, everyone will discuss how best to leave the hellhole they're in (this includes meaningless dialogue about staying on track and, if applicable, Lee passing out on the ladder). Lee can walk around when everyone disperses, but his comrades have little to say besides flavor text. However, if Ben is still alive, Lee can give him further encouragement (or its opposite), which he'll remember. To continue, look at the bell tower near Omid, pick up the ladder along the long wall. Click on its destination for a rote discussion on who'll do the honors -- it's always Lee. Speaking of things that always occur: the gear holding the extension in place snaps, forcing one to click the sprint prompt before our strapping protagonist plummets to his death. Everything's gone well and now Lee is...stranded on the tower. Inspect the floor hatch, then pull the rope -- those sweet peals attract all zombies for miles around. Lee now has the arduous task of jumping back to safety, which is roughly the same, regardless of possible amputation. Click the ledge prompt to safely pull up, which cues everyone's swift exit to... 5-2: Abandoned House ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: Cleaver Achievement: Twice Shy Home sweet hovel! Unfortunately, someone has alighted with the boat. Lee can deduce the thief ("This was Vernon") or give a wild, panicky guess (the other two) that makes Christa take notice. If Lee didn't recruit some survivors to accompany him to the morgue earlier, this situation is replaced by a different scenario, in which they (the ones who stayed behind) are locked inside the shed. Lee will then have to let them out to uncover what transpired. Before going inside, Lee will also have to deal with 3 other situations, if they apply: (1) if Lee didn't tell Christa and Omid about the bite, forcing them to stay behind, they'll find out at this point and question Lee. They remember his answer. (2) Lee will have to answer what he thinks the best course of action is. "Get to the countryside" appeals to Omid & Christa. (3) if Ben is alive, he and Kenny will get into a loud argument; dialogue options here make no difference. Either way, walkers will force everyone to take shelter inside. Lee gets to give everyone their marching orders, but it's mostly pointless (although Christa remembers her given task) -- the front door's open. Kick the zombie that grabs Lee through the doggie door, then grab the cleaver in the upper- -right drawer when prompted. Finally, end the panic by slicing the hands off the door-clogging dead. Be quick about it or the place is overrun! ...which is kinda what happens anyway. Have Lee chop down the unfriendly face attacking him, then help Kenny push the upstairs desk (QE event). Everyone'll mount a last stand in the corridor, but no matter how true one's shot, the horde's too big. End the subchapter by pulling the attic rope and scrambling to the top level. 5-3: Abandoned House, Pt. II ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: Pistol Achievement: There Ain't No Way Trapped in the attic, no way through the window...great. (On the positive side, if Ben is with, he'll give Lee the gun he dropped a moment before.) In the next few minutes, there's dialogue about Lee's arm and Clem's walkie, but they lack notable choices. At this point, tension starts to boil. Lee's reaction to Kenny's escape query ("we have to go NOW", et al.) will be remembered. Kenny will also chastise Lee if he kept his arm intact, referencing "Starved for Help" events. The only major decision here is whether or not to let loose on Kenny. To do this, grab the nearby bust and throw it at him, or do nothing and have Kenny smash it against the wall in frustration. Either way, a hole in the wall is formed. Grab the coat rack when prompted. Kenny will take first shift on the wall-breaking crew, letting Lee converse with the rest. The dialogue here is plentiful, but irrelevant. Only the talk about who will be Clem's caretakers if he turns (Omid & Christa, Kenny, or "find a family for her") will be remembered. Later on, after the whiskey's found and Kenny starts reminiscing, Lee can comment on Lilly and the past. One can be forgiving ("I'm sorry for any pain I caused"), brush it off ("water under the bridge") or call Kenny a bastard; silence is noted by Christa. It doesn't matter if one drinks the whiskey, either. Omid breaks through the wall at this point. 5-4: Abandoned House (Next Door) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: --- Achievement: Mercy After some dialogue in the corpses' bedroom, inspect the balcony door. The entire squad will jump onto the roof and make for River Street without any problems. • However, the balcony jump portion plays out much differently if Ben's still alive. Since he's last to leap, and the balcony always unhinges after Kenny goes, this causes Ben to fall into the alley. The gist of this portion is Kenny and Lee go down to investigate, walkers appear, and Kenny stays behind to give Lee a fighting chance to escape. If Lee disagrees, he's locked into the side alley. None of the dialogue in this section matters, except what Lee conveys to Christa and Omid on the roof: what transpired and Lee's honest opinion on Kenny's actions (pick "he wasn't a bad guy" for best effect). 5-5: River Street Rooftops ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: Pole, Walkie-Talkie Achievement: The Marsh House The team has finally made it to River Street! • If Kenny's with, after some small talk, he accidentally knocks the walkie into a roof hole. Respond to the nudge, and eventually Christa will jump down to claim it. Grab the pole near the scaffolding to start a QE event, only for it to (mandatorily) fail. However, the second one can succeed; if Lee's too slow, it's game over. Later, after Kenny's fighting off-screen, our hero can comment on his heroics ("he's dead," "I don't know", "maybe he ran"). Omid and Christa will remember that comment. If Kenny isn't with, Christa will want to talk about Lee's decision to have them (or Kenny) take care of Clem. If Lee wants to make a good impression, pick "you guys would be great for her" or "yeah, you do" (which appears depends on previous decision). Either way, the 3-man crew will approach the Marsh House overlook. Lee now has to decide who'll test the waters in crossing the street-spanning sign. This choice doesn't matter: Lee will get separated from his companions from now on. (However, if Lee went first, he'll have to do a small event to grab the broken strut, lest he fall.) This situation always gives a chance for Lee to meet up with Christa and Omid later at a designated spot. To do this, Lee has to decide right when asked ("F*** it, I'm going for it") then choosing a destination (rendezvous at street level, by the train, or north of town). Either way, Lee's going to rough it at street level with his melee weapon(s). He automatically advances on his own, so the only matter at hand is clicking on zombies to kill before they approach for snack time. Do this ten times to finish the event. 5-6: The Marsh House ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: Pistol, Cleaver Achievement: What's in the Bag? Lee starts in an empty corridor. Enter the first room available and look at one of the doors connected by rope -- this introduces Lee to Clem's abductor. After some awkward small talk, Lee will be asked to put his possessions on the writing desk. How Lee complies here is the third major choice to make in this installment. (Giving away everything off the bat does just that; picking a lie requires lying a 2nd time, or caving in to the previous request.) At this point, the abductor will sit Lee down to discuss who he is and some past choices, namely: - who is saved during the drugstore climax of Chapter 1 - the supply-filled station wagon in Chapter 2 - whether or not Clem was brought to Crawford Lee's responses during this portion don't matter. Eventually, Clem will sneak out of the bathroom. Lee can nod (prompt click) for her to grab an item on the desk and smack the stranger with it. If nothing is chosen, she'll use fisticuffs. No matter what's chosen, this provides enough of a distraction for Lee to attack. Bumrush the gunman to start a QE event, which successfully disarms the goon. Lee can either tackle him as he tries to get the gun, or punch after he gets the gun and misses. Either way, the guy is pressed into the closet, and Lee can make the 4th major decision: killing or sparing the abductor. To do the former, continue choking with the QE prompt; to spare him, simply quit the stranglehold. Of course, his reprieve is short-lived because Clem ends up shooting him anyway. (If Lee chokes him, he has the option to shoot the guy to prevent him from turning, an irrelevant gesture.) Finally, the reunion takes place. Answer at leisure, then feel free to inspect what little the room holds. To leave, inspect the main entrance and kill the walker before it can get Clem. Lee now has the inenviable task of smearing rotting guts as a type of putrid smokescreen. After cutting into the fresh walker, do this three times to continue. 5-7: River Street ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: --- Achievement: Stay Close to Me The shortest subchapter in the game is just walking along at a snail's pace. Anything Lee comments on here won't be held against him, and he's scripted to pass out, regardless of amputation. 5-8: River Street Jewelers ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Items -----: Baseball Bat, Handcuffs Achievement: What Remains Do the unwinnable QE event and Clem learns Lee's dilemma. Inch along the counter and listen to Clem's misgiving ("never let yourself get trapped" is the only option she remembers) before slumping near the radiator. Try and fail two more QEs, then direct Clem to the baseball bat under the counter. She can now break the guard station window. The zombie's alerted, but the way's still clear: move the stool, grab the handcuffs and pick their target. Clem now has to get the zombie's gun. Coach her in what to do first; either way, the zombie breaks free and starts chasing Clem. Let it continue (man, it feels bad saying that) until she bumps the display stand -- quickly inspect it to get her out of harm's way. Finally, inspect the baseball bat to properly arm Clem for the kill. (Even if Lee's handcuffed, it won't change results.) Lee can congratulate her on killing the zombie, though only one option ("you can take care of yourself") will be retained by the young'un. Eventually, Lee will have to face the 5th and final major decision: having Clem mercy kill him or leaving him to turn. • ABANDON: Lee can explain why he chose this, but Clem will only remember two of the options ("save the bullet" and "shooting people changes you"). • MERCY KILL: Lee gets to impart a bit of wisdom before the deed. First, he can suggest where Clem goes from here (find Omid & Christa, don't trust anybody, find a group). Second, he can offer miscellaneous advice (avoid cities, always be moving, keep short hair) as a follow-up. She'll remember any non-silence answers. That ends the game! Here's the final recap for the main storyline: - Most players amputate Lee's arm - Most players don't calmly argue with Kenny in the attic - A little over half the players surrender all weapons to the stranger - A little under half the players strangle the stranger - A litle over half the players have Clem stop Lee from turning Additionally, the game will recap all major events for all characters. Some of these events listed can impact Season 2's installments, note. (As of this writing, only the first two are released, but I've already seen some scenarios impacted.) _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 06) 400 DAYS [DLC] [WK06] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The first season's only DLC is a series of vignettes setting up new faces and reintroducing old ones. The short character pieces can be done in any order, but the walkthrough'll just do with the 400-day timeline, which is concurrent with Season 1. Each side story has a major impacting decision, except Shel's which has two. Note that the DLC is the only installment with missable achievements ("Two Out of Three" and "Reunited"). VINCE ¯¯¯¯¯¯¯¯¯¯¯¯¯ Days In ---: 002 Achievement: Chain Gang Fresh off a murder, Vince's chapter begins with him deciding whether to ditch the hot weapon (trash can, roof) or keep moving. This decision is referenced in dialogue later, but doesn't change that he's arrested and, eventually, put on a prison bus out of Atlanta. Unfortunately, it's now stuck in traffic... Chit-chat with the other soon-to-be inmates -- including an option to mention his crime ("I helped my little brother") -- before trouble breaks out. Danny will want to help the criminal being choked; Vince's buddies will remember his answer. Of course, it doesn't change anything: Crabtree chokes the thirsty fella before getting a shotgun lobotomy. Talk to the guard until he's attacked, then flip him over (small QE event) to snag his shotgun, which can then be used to kill the walker. The tension over, search the guard for the chain keys and...they're not there. Next, shoot at the looters, then the chain. This marks the chapter's major decision: shooting the ankle off Justin or Danny so the other one can escape. The person shot will be left behind, presumably to die. (To successfully flee, the ankle must be shot twice.) WYATT ¯¯¯¯¯¯¯¯¯¯¯¯¯ Days in ---: 41 Achievement: Abandoner Wyatt and his buddy Eddie, two stoner types, start on the highway, going past the now-empty prison bus from Vince's chapter. The action begins immediately, as Wyatt has to shoot out the back window at a pursuing truck. Fire until the guy's headlight is hit and he disappears. After turning into a misty forest, the two argue a bit about the course of action (Eddie remembers the response to him turning off the lights). The rest of the banter is flavor, including a sweet "let's Tom Cruise outta here," but fairly meaningless. When prompted, check the glove compartment. The plot rears its head again when the laughing buddies accidentally hit someone in the road, causing an abrupt stop. Respond to Eddie, then look at the missing side mirror and windshield, then glass in the road. Finally, check the rearview mirror. This starts the major decision of this chapter: which of the two goes out to check on "the guy". Wyatt will go automatically if he volunteers. If he doesn't want to, Eddie suggests a game of rock-paper-scissor to decide. Which friend ends up being the 1-man search party forms the basis for this story's major decision. (This is the only chance to get the "Two Out of Three" cheevo, which requires winning, naturally, 2 of the 3 tries. There's extra funny dialogue for repeatedly tying.) Whoever checks takes the gun with 'em. • EDDIE CHECKS: After a little while, Wyatt is thrown the keys, which are dropped somewhere. Turn on the cab light, then check the floorboard, which requires pushing the seat back. Once they're claimed, do the QE event, close the door and fire up the ignition. Punch the attacker three times, then hit the gear shift to escape. • WYATT CHECKS: Examine each piece of debris while proceeding, then approach the cop's body. Wyatt will have to pick up the half-dead man and drag him back toward Eddie's car, all the while shooting off zombies stumbling outta the fog. This part's pretty simple -- just don't let the walkers get too close and things'll be fine. Completing either scenario ends the story. RUSSELL ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Days In ---: 184 Achievement: Friends Like These Russ begins hitchhiking on a road, his first real choice being to hide from an oncoming truck or do nothing. (To get the "Reunited" achievement, pick the hide option -- it's the only way to get it.) Nate, the driver, will remember whether Russell gets smart about his name or not. Regardless of any creepy vibes this guy has, Russell always ends up taking a ride. After some amusing small talk, the team will pull into a gas station. Answer any way to Nate's goad, then sprint to the truck (which Russ foolishly ran away from originally) for cover. Peek to spy the shooter, then push the truck in a QE event. Russ will get the option to cover Nate first or run to the red car first; the choice will be noted, but doesn't matter much. Choose to fire on the sniper when given the option (it's available sooner or later). Once the team flanks the station, it's time to hop the back fence and sneak into the kitchen. Peek over the serving counter, then prepare to take the gunman unawares (done by holding left-click button and slowly moving up). Either way, Nate and Russ will find two NPCs, leading to the chapter's major decision: executing them or leaving 'em alone. BONNIE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Days In ---: 220 Achievement: Who Goes There? Bonnie starts the chapter in the woods with Leland, one of her companions. Get through the dialogue (probably the only time flirting involves "lobster hands"...) until Leland's true feelings start coming to the surface. Whether Bonnie accepts or rejects ("slow down") his advances will be remembered. Dee, Leland's wife, eventually returns and the woodland trek begins. En route, a husband-wife spat will take place. Try to warn them about keeping voices down until karma steps in to teach a lesson. Continue running to slide down an embankment, and in a few more moments, attack a crawling zombie. (It's the same one from Russell's chapter, apparently. The prison bus from Vince's chapter seems to be nearby, too.) Taking refuge in the cornfield turns out to be a mixed blessing: vision is impaired, making proceeding rather hard. This starts a small minigame where Bonnie has to avoid flashlight-wielding gunmen. To win, keep advancing (to background) and switch rows (left or right) when an assailant's beam points straight down the row. Getting caught earns a game over, while success will lead to a small clearing with a tractor. Unearth some rebar by wiggling it back and forth (requires holding left-click down) and prepare to attack whoever's approaching. Although Bonnie soon comes to regret this act, note that failure to strike will lead to a game over, too, so her hands are tied. Reply in any form until Leland arrives, setting the stage for the chapter's major decision: truthfully/deceitfully informing him. SHEL ¯¯¯¯¯¯¯¯¯¯¯¯¯ Days in ---: 236-259 Achievement: Paradise Lost As the chapter dawns, we find Shel, her sister Becca, survivor Steph and group leader Roman enjoying a guitar performance. After, Becca will want to handle the gun inspection -- she'll remember whether Shel trusts her with it or not. There's plenty to inspect here, but the main goal is visiting the back lot, through the kitchen and pantry. The watchdog (who may or may not be familiar) will be fed on arrival, and Roman will suggest letting Becca handle this work. He'll remember whether Shel's up for it or wants to shelter her. Check the far walker, walk back inside for a faux scare (respond in any fashion), then move to the station's front. Roman will have apparently caught a thief and wants to execute him for the good of the group. The first major decision Shel's faced with is siding with, or against, the leader. Becca will remember her sister's choice here, both with her initial assessment and where her swing vote lies. (If the man is set loose, Boyd will end up dying in the interim period coming up.) With the decision over, fast forward three weeks to a strenous game of Go Fish (which Shel can cheat at, oddly 'nough). Roman will want to have a talk about the latest thief; he's across the parking lot. This mounts the 2nd major decision Shel makes: to execute the accused or flee the encampment. To do the latter, grab the keys from the counter instead of the piece. Becca, who is opposed to fleeing, will remember the decision. TAVIA ¯¯¯¯¯¯¯¯¯¯¯¯¯ Days In ---: 400 Achievement: Loose Ends This chapter automatically starts once everyone else's is over. Tavia, a survivor from a larger camp, will stumble upon the DLC's main survivors and invite them back. (Some of the choices made, like Bonnie lying, will have been made known in the last 100+ days, so they do have an effect at this point.) Whether a survivor accompanies Tavia depends largely on how their chapter went (the exception is Bonnie, who always leaves camp). Some replies may also encourage people to leave, such as talking about finding missing friends (if Wyatt was stranded by Eddie). - Vince leaves camp if he saved Danny - Bonnie leaves camp - Wyatt leaves camp if he left in the car - Russell is always skeptical, so Tavia's choices may sway him - Shel & Becca leave camp if they fled the station in the RV As for the general recap: - Vince's Chapter: most players shoot Justin's foot - Wyatt's Chapter: half the players end up staying (makes sense, actually) - Russell's Chapter: most players leave Nate - Bonnie's Chapter: most players lie - Shel's Chapter: most players leave in the RV _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ V. FREQUENTLY ASKED QUESTIONS [FAQZ] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [Q] - [Q] - Do the choices impact Season 2? [A] - Some do. When you start a new Season 2 save, the program will search for Season 1 saves, if any. Should a save be found, but it isn't fully complete (ex: up to Chapter 3), then the game fills in the rest of the blanks. [Q] - Will these games spoil the TV series? I haven't watched it yet! [A] - A few characters from the show do exist in the game (Glenn and Hershel, notably) but the game follows a completely different plot, so it won't give away any show twists. However, there is one chunk of knowledge learned in the 2nd chapter that people in the show only learn at the end of the second season. Keep that in mind. [Q] - Are there any references to the Walking Dead show? [A] - A couple, probably more for the comics (haven't read 'em). One notable thing is the RV with its screwy radiator hose, which plays a part in "Long Road Ahead" and the show's second season. [Q] - I try to load my save, it asks me to rewind and it glitches...? [A] - I've seen this myself. You'll try to load a save, starting at the continuing chapter, then after picking to (not) rewind, the game just hangs. Sometimes it may even "load" so the inventory bar is seen, but the screen's still black. As far as I know, this is mostly a between- -chapter problem. Going back to the previous chapter and rewinding to the last-played subchapter usually fixes everything. [Q] - Should I get 400 Days? [A] - Did you like the normal Season 1 installments? Are you getting Season 2? If so, it can't hurt. Judging from the current amount of episodes out, the characters shown there will be returning, and decisions made will naturally sweeten the plot. [Q] - When I load up the game, none of my saves have...err, saved! [A] - This has also happened to me. After looking around, it seems the culprit may be the prefs.prop file, which exists in two places. Copying the one in... /My Documents/Telltale Games/Walking Dead ...to the one in... Program Files/Steam/Steamapps/Common/The Walking Dead/Pack/Default ...may solve things. At least it did for me. Just make sure to do it in the right order; otherwise, things may be even more screwy! (Of course, people using Macs and whatnot may have different file paths, so that's where google comes in, eh?) _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ VI. UPDATES & CONTRIBUTORS [UPDT] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 03-14-14 --------------------------+ Started walkthrough 03-28-14 --------------------------+ Finished walkthrough THANKS TO... ¯¯¯¯¯¯¯¯¯¯¯¯ • Sailor/Ceej, for hostin' my crap • Wyatt and Nate, for getting the best dialogue NOTES TO SELF ¯¯¯¯¯¯¯¯¯¯¯¯¯ • Chapter 1: energy bar behind Carley -- can't pick up? _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ VII. LEGALITY [LGLT] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This document is intended for private home use ONLY, and may not be reproduced through electronic or commercial means without the expressed consent of the author (P. Summers). It cannot be hosted, edited, or distributed for profit, and may not be given away as an add-in/gift to bought items. All rights are reserved to respective parties, even those not explicitly stated herein. Those who find this document on sites not listed below should e-mail the author (me). Thanks for reading this, and thanks for respectin' FAQ authors. 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